COH: Europe In Ruins

EIR Main Forums => General Discussion => Topic started by: Dnicee on October 14, 2009, 10:11:41 am



Title: The end of EiR?
Post by: Dnicee on October 14, 2009, 10:11:41 am
What happend here? where did everyone go?

i mean 0-15 players in the launcher...and its most like 6-10 thats almost like old EiR? What happend to the other 40 players that played before i took a brake?  ???


Title: Re: The end of EiR?
Post by: Pak88mm on October 14, 2009, 10:15:48 am
school and work


Title: Re: The end of EiR?
Post by: Aggamemnon on October 14, 2009, 10:22:10 am
My side is broken. (and that's not a balance joke,)
Playing Titan quest on my nights off until it's fixed.


Title: Re: The end of EiR?
Post by: Draken on October 14, 2009, 10:40:14 am
My side is broken. (and that's not a balance joke,)
Playing Titan quest on my nights off until it's fixed.

Which side?


Title: Re: The end of EiR?
Post by: BigDick on October 14, 2009, 10:41:09 am
What happend here? where did everyone go?

i mean 0-15 players in the launcher...and its most like 6-10 thats almost like old EiR? What happend to the other 40 players that played before i took a brake?  ???

they noticed beside saint pauli even dnicee isnt playing anymore and took a break too  :P


Title: Re: The end of EiR?
Post by: Mysthalin on October 14, 2009, 10:55:22 am
My side is broken. (and that's not a balance joke,)
Playing Titan quest on my nights off until it's fixed.

Which side?

You need to ask?

He means RCA and canadian tommies not getting any upgrades.


Title: Re: The end of EiR?
Post by: deadbolt on October 14, 2009, 11:01:12 am
RCA canadian inf is gonna be fuckin lol with upgrades.


Title: Re: The end of EiR?
Post by: Baine on October 14, 2009, 11:05:14 am
I believe the new patch will bring em all back  8)


Title: Re: The end of EiR?
Post by: Groundfire on October 14, 2009, 11:28:32 am
airborne ATGs become pea shooters when you get them to vet 1.

Yeah they fire like every 2 seconds but who gives a shit when they dont penetrate or do any damage.


Title: Re: The end of EiR?
Post by: BaleWolf on October 14, 2009, 11:33:40 am
airborne ATGs become pea shooters when you get them to vet 1.

Yeah they fire like every 2 seconds but who gives a shit when they dont penetrate or do any damage.

Heh, I thought that was a glitch one game, but now that I know...

Most people I know who aren't playing anymore is due to work, but it also depends on the times, I don't know what it's like on the weekends as I never play on the weekends but we are getting tons of new people during the weekdays and i usually gets up to around 20 people a night.


Title: Re: The end of EiR?
Post by: Duckordie on October 14, 2009, 11:48:51 am
I dont have any computer. Its soon back tho  :-*


Title: Re: The end of EiR?
Post by: Tymathee on October 14, 2009, 01:17:14 pm
there's still games, you act like no one EVER plays man. Be happy this mod gets even 4 online games a day cuz most dont even get that.


Title: Re: The end of EiR?
Post by: CrazyWR on October 14, 2009, 01:22:10 pm
Ya, but honestly way fewer games lately.  Used to be 25 people on all the time, except maybe 2-5AM eastern.  Now there are 8 people online right now and its 3:30 on the east coast and (I think) 8:30 in England.


Title: Re: The end of EiR?
Post by: BaleWolf on October 14, 2009, 01:57:50 pm
3:30= people just getting out of school, most still on school bus, or still in classes in college (I'm sitting in the Mac lab as I type) or still at work, what do you expect?


Title: Re: The end of EiR?
Post by: CrazyWR on October 14, 2009, 02:03:14 pm
well its nighttime in Europe.


Title: Re: The end of EiR?
Post by: Mgallun74 on October 14, 2009, 02:04:27 pm
meh, i dont play as much anymore.. a few other mods i play and games.. EIRR has turned a bit more Fantasy for me, and for others as well as i have talked to... even some new guys i played with found it a bit weird and had comments that the doctrines make it way too wild with some of the nuts buffs..


had one game, where i had vet3 rangers come across one lonely lmg gren and proceeded to rape my rangers... the newb was like wtf? i told him it was a doct choose for Wehr-Terror that made squads very mean when down to lower guys.. he proceeded to say "no wonder a bunch of eir players are coming to the mod i play now".. he came over to check it out...

just some food for thought..


Title: Re: The end of EiR?
Post by: Two on October 14, 2009, 02:12:59 pm
Its people like gren and smokaz killing this game with their companies made to just wreck everything solo :p


Title: Re: The end of EiR?
Post by: Lt_Apollo on October 14, 2009, 05:09:20 pm
i basicly just stoped playing, things are just to weird atm with over all gameplay not no mention school. it may just be me but i miss the days where EiR was not revovled around units themselvs but the overall gameplay and battlefeild experance. i guess i am just to outof touch with EiR atm.


Title: Re: The end of EiR?
Post by: puddin on October 14, 2009, 05:18:01 pm
I do missm the massive waves of base infantry especially late game wherein base rifles and volks would be going toe to toe and could turn the tide of battle or mid game a good inf runsh could breka someone and reman all the support wepons once owned by the enemy.


Title: Re: The end of EiR?
Post by: Smokaz on October 14, 2009, 05:23:22 pm
Yes! This doomsday thread has made it apparent that we need to cut fuel and munitions by 50%. Support spam is back, and its angry.


Title: Re: The end of EiR?
Post by: Lt_Apollo on October 14, 2009, 05:25:04 pm
it was less about who had the best units and more of how you used every unit. even he basic rifleman back then was useful. now its eather you play staticly or you die trying to an attack just becouse the enemy has better units than you do, even if you can stratigicly flank them or lurethem into a trap. the current eir is so unit based that stratigy is severly suffering. units them selvs are so durible and hardy that even when you exploit a mistake you just can do damadge fast enof to do anything signifigant. i think eir should move away from unit to unit action and back twords stratigic deadly battles. i guess i am just fanisying on them old days but you got to admit that they did have a certain luster.


Title: Re: The end of EiR?
Post by: tankspirit668 on October 14, 2009, 06:09:07 pm
I personally played this mod some time ago like any free minute, but at the moment I see the whole doctrine system with it`s buffs combined with spamming the buffed units en masse as the hugest problem of this mod. I think  it`s a fundamental structural problem with the pricing and availability system, outcome is that there are companies around that are pure bullshit, but work, because spamming the most effective and cost efficient units just works and favoured by the system  without penality. The real beauty of tactics and usage of combined arms is gone, maybe never there.

Just my 2 cents. Now I`m playing  just a handful of games per week.


Title: Re: The end of EiR?
Post by: fallensoldier7 on October 14, 2009, 06:13:09 pm
I would play a lot more but I have school and life to worry about.  To my dismay, EiR has to take second priority to school.


Title: Re: The end of EiR?
Post by: Ununoctium on October 14, 2009, 06:16:22 pm
i basicly just stoped playing, things are just to weird atm with over all gameplay not no mention school. it may just be me but i miss the days where EiR was not revovled around units themselvs but the overall gameplay and battlefeild experance. i guess i am just to outof touch with EiR atm.

I feel almost exactly the same way.

Except that if I have time to play I'm not playing allies since its not fun anymore, got bored of them.


Title: Re: The end of EiR?
Post by: anthony210 on October 14, 2009, 07:22:09 pm
I have to say I agree with most.  I still enjoy playing but the mod has definatly changed a lot from the old EIR.  With tons more unit abilities and extremely powerfull doctrines it really does some times feel like I am playing Warcraft 3 and not Company of Heroes.


Title: Re: The end of EiR?
Post by: CommieKillerz on October 14, 2009, 07:40:38 pm
I think EIR has been going downhill since 006Z 


Title: Re: The end of EiR?
Post by: Computer991 on October 14, 2009, 07:49:15 pm
I think EIR has been going downhill since 006Z 

^---A.k.A RAIO


Title: Re: The end of EiR?
Post by: Mgallun74 on October 14, 2009, 07:53:11 pm
its more or less the doct buffs.. anytime a single gren with feroicty\zeal whatever it is can knock down a full strenght vet3 rangers there is a inbalance issue, especially since the rangers have smgs and concusion nades, even dropped a nade on the dude, he stood there like, uh huh, bring it..

just 1 glaring example.


Title: Re: The end of EiR?
Post by: salan on October 14, 2009, 08:48:47 pm
The end has been declared forever, and its always in 3 months.. from whatever time who ever posts it.

2.0 was declared for just as long.


Title: Re: The end of EiR?
Post by: nated0g on October 15, 2009, 12:20:44 am
EIR has died several times, and its always managed to revive itself.

I think stacking and game dodging has become such a common place thing its made getting games difficult and people less willing (especially new players) to come on and play.

I mean, its not very often i see the best players in the mod face off against each other, especially with so many 16-2, 6-0, 50-7 type scores.

Clearly something has gone wrong with the player base.


Title: Re: The end of EiR?
Post by: shockcoil on October 15, 2009, 12:37:28 am
Clearly the end is 'night. Might as well pack up your companies and leave because EIR is gonna die, dnice himself said so


Title: Re: The end of EiR?
Post by: anthony210 on October 15, 2009, 01:08:46 am
I dont believe the end is coming, but we are definatly in a EIR "recession" right now.  Hopefully the new doctrines will be a huge improvement over what we have now and will revive the game once again.  Although I still believe the unit abilities are stupid and make the game feel like Warcraft III.


Title: Re: The end of EiR?
Post by: Akranadas on October 15, 2009, 01:14:37 am
What gamey/fantasy unit abilities are you guys referring to?


Title: Re: The end of EiR?
Post by: CommieKillerz on October 15, 2009, 01:19:57 am
EIR will end on 2012


Title: Re: The end of EiR?
Post by: Unkn0wn on October 15, 2009, 01:27:56 am
The eir playerbase has always fluctuated, nothing special.


Title: Re: The end of EiR?
Post by: NightRain on October 15, 2009, 01:40:16 am
No one wants to play Axis attack or Allies Attack anymore, only M/E and Reinforcements which are filled with Gimmicky callin such like 2 P4s. 3 Staghounds of any type and so on and so on...

And the warmap really isn't changing a lot.. and Canadian Tommies can't get their upgrades yet...etc


Title: Re: The end of EiR?
Post by: nated0g on October 15, 2009, 02:28:08 am
I have no problems with game balance.

But the Warmap is a bit...fail.


Could we have the old Sectors system? And generated Att/Def.


Title: Re: The end of EiR?
Post by: Demon767 on October 15, 2009, 02:43:09 am
yea i hate how we can choose what mode we want to play. doesnt make you feel part of the war effort.


Title: Re: The end of EiR?
Post by: nated0g on October 15, 2009, 02:45:04 am
Maybe the should just get rid of the option entirely.

You ready up and find out when you get in.

100% pure random.


Title: Re: The end of EiR?
Post by: CrazyWR on October 15, 2009, 03:37:52 am
One can only dream Nate.


Title: Re: The end of EiR?
Post by: panzerman on October 15, 2009, 03:43:44 am
No one wants to play Axis attack or Allies Attack anymore, only M/E and Reinforcements which are filled with Gimmicky callin such like 2 P4s. 3 Staghounds of any type and so on and so on...

And the warmap really isn't changing a lot.. and Canadian Tommies can't get their upgrades yet...etc

i reckon they should make any armored call in's for maybe the first 5 to 10 min inaccessible to the player and only infantry callins to start off.


Title: Re: The end of EiR?
Post by: anthony210 on October 15, 2009, 03:51:07 am
What gamey/fantasy unit abilities are you guys referring to?

All of the unit abilities and "powerups" such as ferocity.  Originally there were very few of these and almost all of them were doctrine specific unlocks.

Now we have officers with verious click abilities and passive buffs that improve with veterancy (aka Warcraft II Heroes that get better with levels).  We have units that can completly stop a tank in a few seconds (treadbreaker, button, staghound stun).  We have off maps galore.  We have ferocity making gren squads act like supermutants.  We have rifleman that get to vet 2 throwing stickies at extreme range with incredible accuracy.  We have tank that can use tankshock to completly pin squads (yes was nerfed recently but it is still a "magic" ability in my book).  Theres probably more that I am just not thinking of right now, and this applies to both sides.

Some or most of this is not really the mod but the direction Relic has taken CoH with its expansions.  However the mod has the choice whether to use all these things relic decides to put in.

Not to mention the complete lack of any form of automatch for ranking purposes makes our leaderboards very misleading.  All it takes is playing a lot to get to the top, not skill.  Game dodging is rampant,  stacking is a regular thing and everyone is guilty of it.

Dont get me wrong,  I really hope EIR and Company of Heroes in general takes a turn for the better.  But it seems Relic and even some or most of you enjoy these abilities which is great for you but sucks for anyone that really enjoyed the old EIR and Old COH.


Title: Re: The end of EiR?
Post by: Akranadas on October 15, 2009, 04:16:28 am
So, if we removed most of the unit abilities beyond things like Grenades, Fausts ect. it would intern make it a much better game?

While I personally would prefer to see a lot of the unrealistic abilities (Fire Up!, Suppression Fire, Warning Shot, Focus Fire Tread Break, Stun Shot ect) removed from the game due to their fantasy value, the due add some strategic depth to the game.


Title: Re: The end of EiR?
Post by: overfreeze222 on October 15, 2009, 04:49:10 am
So, if we removed most of the unit abilities beyond things like Grenades, Faust's etc. it would intern make it a much better game?

While I personally would prefer to see a lot of the unrealistic abilities (Fire Up!, Suppression Fire, Warning Shot, Focus Fire Tread Break, Stun Shot etc) removed from the game due to their fantasy value, the due add some strategic depth to the game.


I wouldn't really say that any of those mentioned ability (other than Fire Up!)  would be "unrealistic". you would think that AT gun crews would be taught to aim for things like the treads, or people using BARS would be taught how to keep up a decent amount of fire to keep and enemy's head down. White phosphorus (stun rounds) were absolutely horrific someones eyes, and the smoke itself is enough to cloud someones vision.

 But i agree with a lot of the posts, a lot of the doctrine ability's have got a bit out of hand. The old ones, that affected ur compnay build, and the units u could have and the amount u could field, rather than the shit like Invinci-Grens through Zeal. (though present in the old EIR, not as effective, partly Relics fault i believe). A better way to do it would be, have the doctrines affecting units in the launcher (price reductions, availability etc) rather than making everything uber pwn on field. Have the units that were doctrinal made into unlocks again. Make the reinforcement packs based on your doctrine choices. make it the old way, u picked a line, and that line led to ur T4, instead if this mix n match we got going on.

While the mod was meant to move from the old EIR, to give a sence of a "fresh start", a bit of homey goodness, may reattract (dictionary plz :P) some of the older players, and bring in a few more.

As things are, the doctrines make many things broken. The vet has a say in this aswell. some of the vet is crazy. What happened to units not being made of rape-sauce till they were vet 3, and that was WITH doctrines. Ive watched vet 2 grens beat down vet 3 rifles, with a bit o LMG magic. Ive watch vet 3 rangers with tomminiguns rip down a whole blob of volks with mp40s, that blob inclusive of a KCH squad. Stormtroopers, tromping around 3 shotting shermans, and ripping apart anyhting that looks like flesh, with those mpp44 doom cannons (at vet ofc).

It needs a reworking. if i could get my damn Mods to work in game, i would even test this stuff out in my free time. Its annoying knowing how to change stuff and not have it represented in game. (btw, any help with this would be appreciated)




Title: Re: The end of EiR?
Post by: Two on October 15, 2009, 05:04:52 am
I have no problems with game balance.

But the Warmap is a bit...fail.


Could we have the old Sectors system? And generated Att/Def.

Cos tommies outranging mgs is balance.


Title: Re: The end of EiR?
Post by: Smokaz on October 15, 2009, 05:42:14 am
I see terror and ferocity mentioned here several times, you can all be assured that terror is being reworked and I have talked/confered to Bobby a couple of times since he's in charge of that doctrine. Last thing I heard was that ferocity is not coming back in the current form for the next doctrine rework, so keep your hope up guys. Hopefully terror will be fun to play with and against.

BTW in the interest of being historically correct ferocity and zeal are old EIR abilities and not new.


Title: Re: The end of EiR?
Post by: ImmanioEiR on October 15, 2009, 05:49:10 am
I played some pre-reinforcements EiR. And yes, there's definitely been a change in the last year. There are more new units, more stat changes from vCoH, more fancy doctrine abilities (this last thing is probably connected to the decision to not include resource discounts in doctrines, which made up quite a lot of the old doctrines). It plays a bit differently than old EiR. But I'm still having fun with it. It's different, but in my eyes not worse, and I definitely appreciate all the hard work put into it.

As for "unrealistic abilities", fire-up is one I'd actually argue is quite realistic. Elite/veteran troops will be less prone to hitting the dirt when under fire. I don't have military training, but when taking fire in open ground, the worst thing you can do is to follow your instincts and hit the ground. Maybe increase the damage taken somewhat while fired up. Actually, if I had full freedom, I'd probably make suppression and pinning increase cover bonuses, at least if realism was the target. That makes perfect sense. Being suppressed will mean you hug the cover if you have it, but being suppressed in open ground won't really help you much, it's just the natural urge that green troops get when under fire.

Still, once again, gameplay > realism.


Title: Re: The end of EiR?
Post by: tankspirit668 on October 15, 2009, 01:43:54 pm
So, if we removed most of the unit abilities beyond things like Grenades, Fausts ect. it would intern make it a much better game?

While I personally would prefer to see a lot of the unrealistic abilities (Fire Up!, Suppression Fire, Warning Shot, Focus Fire Tread Break, Stun Shot ect) removed from the game due to their fantasy value, the due add some strategic depth to the game.

Most Problematic are  Tread Breaker and Fireup. Tread Breaker eacause the repair system, that is completely different, from Vanilla COH. So it`s basically more worth.  Fireup is totally nuts in EIR Environment, in Vanilla COH every  Infantry Unit has the ability to break free from surpression and heavy fire, etc.  by retreating back to HQ, what is not possible here. So it`s basically more worth than in Vanilla COH. Let MGs be a hardcounter against Rangers, etc. by exchanging Fireup with Sprint Ability.

Another thing is the current Doctrine System with the availibility and pricing system  is favouring units instead of tactics, spam instead of a mix of units and combined arms to a large degree.

My 2 cents



   


Title: Re: The end of EiR?
Post by: lionel23 on October 15, 2009, 03:04:46 pm
To my knowledge from vCOH, Fireup does make the unit more prone to damage, hence why it is used for quick assaults or to run, not to use and stand still in a fight, plus the major slow fatigue effect which makes the rangers so very dangerous to tanks and grenading infantry.

Also, Fireup doesn't protect the unit, so if rangers stupidly fire up towards an MG, they literally get torn apart by the increased MG damage at close range which normally wouldn't happen as suppressed units are stopped at range, rangers are not and if you're not careful gets whole squads wiped out in the blink of an eye.


Title: Re: The end of EiR?
Post by: NightRain on October 15, 2009, 03:23:07 pm
Button is by far the worst ability I've ever seen and when I see people spam Brens to button vehicles for 1 minute...it kinda kills something inside me, especially if the vehicle is vet 3


Title: Re: The end of EiR?
Post by: tankspirit668 on October 15, 2009, 03:43:10 pm
Also, Fireup doesn't protect the unit, so if rangers stupidly fire up towards an MG, they literally get torn apart by the increased MG damage at close range which normally wouldn't happen as suppressed units are stopped at range, rangers are not and if you're not careful gets whole squads wiped out in the blink of an eye.

Yep, but breaking the surpression is not fitting in the environment, rangers and ab are oo cost efficient with that and exchanging fireup with sprint would fit more. Another thing is for example stormtroopers, they are moving too fast for my taste, although reducing the speed could render them useless though.


Title: Re: The end of EiR?
Post by: NightRain on October 15, 2009, 03:52:34 pm
so then make stormtroopers crawl on their belly when in cloak?


Title: Re: The end of EiR?
Post by: Killer344 on October 15, 2009, 04:07:19 pm
Also, Fireup doesn't protect the unit, so if rangers stupidly fire up towards an MG, they literally get torn apart by the increased MG damage at close range which normally wouldn't happen as suppressed units are stopped at range, rangers are not and if you're not careful gets whole squads wiped out in the blink of an eye.

Yep, but breaking the surpression is not fitting in the environment, rangers and ab are oo cost efficient with that and exchanging fireup with sprint would fit more. Another thing is for example stormtroopers, they are moving too fast for my taste, although reducing the speed could render them useless though.


It does fit, most axis units supress before they kill (I'm generalizing here, I know), while allieds tend to kill (tougher units, *generalizing again*).


Title: Re: The end of EiR?
Post by: tankspirit668 on October 15, 2009, 04:08:27 pm


It does fit, most axis units supress before they kill (I'm generalizing here, I know), while allieds tend to kill (tougher units, *generalizing again*).

You have a point there.


Title: Re: The end of EiR?
Post by: Armfelt on October 15, 2009, 04:23:00 pm
What happend here? where did everyone go?

i mean 0-15 players in the launcher...and its most like 6-10 thats almost like old EiR? What happend to the other 40 players that played before i took a brake?  ???

Got a huge school project at the moment + waiting for the grand patch.

Some of my friends refuse though to play EIRR because they think it´s unbalanced and too "spammy".


Title: Re: The end of EiR?
Post by: Two on October 15, 2009, 05:01:16 pm
Bring back the old availability system tbh.


Title: Re: The end of EiR?
Post by: deadbolt on October 15, 2009, 05:05:45 pm
eir is headin ina bad direction and with discussion taking up a good amount of time no wonder the population are going elsewhere. with spam and vetted t4 profiles stackin against new lvl 1 players with no chance at all its understandable even loyal players making new profiles are leaving, the mod is ment to be an alternative gameplay to vcoh. but gren spam to kt, and t17 air blob, someone point out the difference apart from the fuckin time the units come on the field please.


Title: Re: The end of EiR?
Post by: Smokaz on October 15, 2009, 05:17:45 pm
ive told you that you can have my accounts TB 3>


Title: Re: The end of EiR?
Post by: deadbolt on October 15, 2009, 05:21:35 pm
im not on about me, ill happily rage about useless bullshit, but its not a fun environment for new ppl, i like spammin op bullshit to win. cos i like winning.


Title: Re: The end of EiR?
Post by: Lt_Apollo on October 15, 2009, 05:22:20 pm
I think EiRs main liability is that it continues development on adding new features without looking into core game mechanics witch have really degraded since the original version. If i was a dev i would take this time to go through the base gameplay and correct any undesirable "features" and update them to accommodate new unit and doctrine conditions. I would changes these "features” to fit with the overall goal of the project even if it deviated from normal CoH in terms of game play.

What i am saying is that if the devs really think something is not working with the system they should change it to whatever extent they feel is needed even if that means completely reworking the unit or game mechanic to help improve overall game play, even if they haft to ignoring popular protest for that said feature to remain the same.


Title: Re: The end of EiR?
Post by: anthony210 on October 15, 2009, 07:11:09 pm
So, if we removed most of the unit abilities beyond things like Grenades, Fausts ect. it would intern make it a much better game?

While I personally would prefer to see a lot of the unrealistic abilities (Fire Up!, Suppression Fire, Warning Shot, Focus Fire Tread Break, Stun Shot ect) removed from the game due to their fantasy value, the due add some strategic depth to the game.

Partly yes I do.  Vanilla CoH with EIR was the best version of EIR to date for me atleast.  While they may add depth to the game they are also click abilities.

Dont get me wrong I do enjoy playing the new factions but Relic went a bit overboard with magic abilities with the units in the Opposing Fronts.  Then ToV came out and added more new units with more magic abilities.

I think you guys may attract more players if you did not follow Relics plan and took out some of these abilities.  Not all of them but most of them.  Take a look at how the Vanilla CoH factions were before OP.  They didnt have the crazy amount of abilities the factions have right now.

Add in EIR's doctrine buffs and now you have superhuman soldiers that have special powers.

Spam is also encouraged over using combined arms.  I really like the idea of dynamic unit pricing so the price of units goes up with every purchase so the spammers have to gimp their companies to spam 1 unit type.  Combined arms leads to better gameplay IMO. 


Title: Re: The end of EiR?
Post by: Groundfire on October 15, 2009, 07:25:23 pm
Magic abilities are fine to an extent. I got no problem with the ones we have now. After all, this is an RTS game, and RTS have gamey abilities for us to use.

Why is starcraft so damn popular? well for me its cause I have the option of getting the High Templar Psystorm to electrocute your ass back to the stone age. No biggy, it's part of the game.


If were even considering of getting rid of EIRR game abilities, (and im saying that's a definite NO... L2P pls) then lets get rid of cloak for starters, see how many ppl like that change.

Tune the ones that we do add and have. (like Terror officer slow, it's silly, pls remove)


Title: Re: The end of EiR?
Post by: tankspirit668 on October 15, 2009, 08:45:41 pm
Magic abilities are fine to an extent. I got no problem with the ones we have now. After all, this is an RTS game, and RTS have gamey abilities for us to use.

Why is starcraft so damn popular? well for me its cause I have the option of getting the High Templar Psystorm to electrocute your ass back to the stone age. No biggy, it's part of the game.
...

If you say fuck I want no fancy abilities and take a sherman out with my tiger from 3000 metres distance theatres of war 1/2 is your thing - more realistic than men of war, bt easier to play, somehow.

http://www.youtube.com/watch?v=nekiuDlvBis&hl=de

And here a trailer with some boom:

http://www.dailymotion.com/video/x6d8uk_theatre-of-war-2-trailer-pc-wwwplay_videogames


Title: Re: The end of EiR?
Post by: CommieKillerz on October 15, 2009, 09:04:54 pm
After my vet3 firefly and vet3 command tank blown off by a lucky v1 shot before it didn't even  had a chance to engage 2 vet3 panthers and a vet 1 tiger,

now I know why people are leaving EIR.


Title: Re: The end of EiR?
Post by: Groundfire on October 15, 2009, 09:29:16 pm
After my vet3 firefly and vet3 command tank blown off by a lucky v1 shot before it didn't even  had a chance to engage 2 vet3 panthers and a vet 1 tiger,

now I know why people are leaving EIR.

That can happen in any version of the game you play. Ever had a fast V1 come in on you in retail?


Title: Re: The end of EiR?
Post by: anthony210 on October 15, 2009, 11:25:27 pm
Magic abilities are fine to an extent. I got no problem with the ones we have now. After all, this is an RTS game, and RTS have gamey abilities for us to use.

Why is starcraft so damn popular? well for me its cause I have the option of getting the High Templar Psystorm to electrocute your ass back to the stone age. No biggy, it's part of the game.


If were even considering of getting rid of EIRR game abilities, (and im saying that's a definite NO... L2P pls) then lets get rid of cloak for starters, see how many ppl like that change.

Tune the ones that we do add and have. (like Terror officer slow, it's silly, pls remove)


I would be fine with getting rid of cloak if it meant we can get rid of all the abilities except the basic ones such as granades and fausts.


Title: Re: The end of EiR?
Post by: CrazyWR on October 16, 2009, 02:32:51 am
I mean, that'd be ok to an extent, but it depends which abilities we get rid of...would AP rounds till be in place?  What about stickies?  Volks mines would go right?  Like M18 Mines?  Tempting...


Title: Re: The end of EiR?
Post by: StonewaII on October 16, 2009, 03:27:16 am
I agree with a lot of players here. Starting a new pe account, i had to go through a lot of pain, fighting stacked teams and spam. Especially the brit blob tactics of either brens/piats/recon and officers, spam of the new tov abilities are the worst for me. I have the most fun fighting americans, and those that havent maxed on their doctrine abilities.
It seems to me as the gameplay is all about who can spam and overwhelm the other one faster and better. I blame relic for it though.


Title: Re: The end of EiR?
Post by: BaleWolf on October 16, 2009, 05:41:14 am
I've gone back to vanilla COH and realized it's the same thing... 2 KT and a Tiger, airborne and ranger spam, artillery raining from the sky. Only difference is that it's faster to get a game in vanilla and there's just a little less stacking.


Title: Re: The end of EiR?
Post by: NightRain on October 16, 2009, 09:39:52 am
I agree with BaleWolf this time, AB blobs and Ranger blobs are common sight. Although I rarely see KT spam anymore, only Zeal and Ferocity Grenadiers around xD I guess I'm one reason why there is so much artillery, I liked Scheldt as British, I brought those tactics here, in EIRR


Title: Re: The end of EiR?
Post by: SaintPauli on October 16, 2009, 10:13:30 am
they noticed beside saint pauli even dnicee isnt playing anymore and took a break too  :P
I’m not totally gone. Still reading a few posts on the sideline. :)

EiR is in my opinion still the best RTS I have ever played. I have the deepest respect for the people who made it but unfortunately EiR moved more and more in a direction that isn’t the right one for me (doctrines, offmaps, magic). Right now OMG is more to my likening but the number of players and skill level is generally lower over there (+ I miss some of you assholes).

On top of that I just got a new job so real life also kicked in – Only played 3 games of CoH in a month. Don’t count me all out. I might be back one day.  ;)

- SaintPauli



Title: Re: The end of EiR?
Post by: Groundfire on October 16, 2009, 10:14:42 am
Pretty much all of this are the symptoms of a war gone on too long.

This is an RTS, if you want realism, with just grenades and fausts and stuff, go play a realism mod. I for one like the abilities we have. It gives the game more strategic depth, and preserves some sense of competitiveness when there are abilities to exploit.

If your getting buttoned too much, L2P. Some ppl may get pissed when their buttoned tank gets triple FOOed from 3 captains, but I find that to be an effective and unique army build, and we shouldnt punish players for their ingenuity.

Taking away fireup and button and cloak will just generalize all the armies, and your just taking away a unique aspect of the faction, then were gonna just have people running around grenading each other, and it will get boring.

Also, when abilities and doctrinal offmaps get taken away from all factions, Wehrmact becomes overpowered. These things compensate for the general weakness of most allied troops. Anyone remember the first 10 or so patches of EIRR? No offmaps, no abilities, and wehrmact fuckin owned, then the doctrines came in and things leveled out.

Abilities are the equalizer in this game. Ex. Rifles have suppression fire so they dont get fucked up by blobs of KCH every time. It's a failsafe that equalizes infantry units to an extent.

IMO, taking away abilities would be a bad idea, and dont get me wrong, im against over the top magic abilities like panzer fear, bogged down, and TO slow aura, but there's a difference between cool game abilities and over the top magic abilities, and i think we should learn to distinguish the bad ones and get rid of them instead of just getting rid of all of them togather.


Title: Re: The end of EiR?
Post by: Killer344 on October 16, 2009, 11:56:29 am
they noticed beside saint pauli even dnicee isnt playing anymore and took a break too  :P
but unfortunately EiR moved more and more in a direction that isn’t the right one for me (doctrines, offmaps, magic). Right now OMG is more to my likening

I hope you realize it's just a matter of time until doctrines and off maps are implemented there.

Pretty much all of this are the symptoms of a war gone on too long.

Yep, wars aren't supposed to last so much.


Title: Re: The end of EiR?
Post by: o4b1 on October 16, 2009, 12:47:12 pm
I agree with a lot of players here. Starting a new pe account, i had to go through a lot of pain, fighting stacked teams and spam. Especially the brit blob tactics of either brens/piats/recon and officers, spam of the new tov abilities are the worst for me. I have the most fun fighting americans, and those that havent maxed on their doctrine abilities.
It seems to me as the gameplay is all about who can spam and overwhelm the other one faster and better. I blame relic for it though.

You say this like this wasn't how it was for EiR... The spam that we have now is not comparable to how it used to be.
Pretty much all of this are the symptoms of a war gone on too long.
Yep, wars aren't supposed to last so much.

+1


Title: Re: The end of EiR?
Post by: Mysthalin on October 16, 2009, 01:00:23 pm
I love it when people complain about "spam that didn't use to be in EIRR" completely forgetting things like 30 greyhound and 50+ airborne companies... Good times :P.


Title: Re: The end of EiR?
Post by: deadbolt on October 16, 2009, 02:09:02 pm
I love it when people complain about "spam that didn't use to be in EIRR" completely forgetting things like 30 greyhound and 50+ airborne companies... Good times :P.

+1, there was more spam in old eir cos of no availbility and the resource advantages being abused. Leafedge once had, i cant remember how many airborne, but there was a fuckin lot LOL.


Title: Re: The end of EiR?
Post by: Two on October 16, 2009, 02:12:14 pm
Yet you could spam alot of the counters too.


Title: Re: The end of EiR?
Post by: tankspirit668 on October 16, 2009, 02:27:20 pm
Yet you could spam alot of the counters too.

Yes tweaking your company accordingly before you face off the gimmick spam companies  is really not fun till today. Fits not really in a perstency mod where you have your own company,nor  in a ww2 environment.


Title: Re: The end of EiR?
Post by: Two on October 16, 2009, 02:44:56 pm
Well if you were allowed why wouldnt you have 20 grens with double lmgs? I would even not against 50ab.


Title: Re: The end of EiR?
Post by: anthony210 on October 16, 2009, 02:51:47 pm
I love it when people complain about "spam that didn't use to be in EIRR" completely forgetting things like 30 greyhound and 50+ airborne companies... Good times :P.

It was not like that in the last version of EIR.


Title: Re: The end of EiR?
Post by: CrazyWR on October 16, 2009, 03:29:42 pm
Yes, it was.


Title: Re: The end of EiR?
Post by: EliteGren on October 16, 2009, 04:00:40 pm
It was, and fuck yes I loved it.


Title: Re: The end of EiR?
Post by: tankspirit668 on October 16, 2009, 04:54:59 pm
I love it when people complain about "spam that didn't use to be in EIRR" completely forgetting things like 30 greyhound and 50+ airborne companies... Good times :P.

Spam just fucking sucks and it`s destroying he beauty of tis game. It`s a pitty pricing, availability system and doctrine buffs are  encouraging this playstyle.

Spam sucked back in EIR it still sucks and it will suck in the future.


Title: Re: The end of EiR?
Post by: IIPraeToriaNII on October 16, 2009, 05:05:29 pm
Spam
  /spæm/ [spam] noun, verb, spammed, spam⋅ming.

1.    Trademark. a canned food product consisting esp. of pork formed into a solid block.
–noun
2.    (lowercase) a disruptive, esp. commercial message posted on a computer network or sent as e-mail.
–verb (used with object)
3.    (lowercase) to send spam to.
–verb (used without object)
4.    (lowercase) to send spam.
-verb
5.      Mammal. has 3 legs, its cute and fuzzy too!   :D
-noun
6.      art of massing the same type of unit, also used in conjunction with blobbing; referred to as blobs.
-verb

Recently celebrated its 50th anniversary. "SPiced hAM" tinned meat from the Hormel company was named in a contest in 1924. The handy meat-in-tins became an item of trade prized around the world, while boring and ultimately disgusting US soldiers in WWII. Spam is Hawaii's state food (more Spam eaten here per capita than anywhere else in the country.) Spam Musubi is a favorite finger food here. You slice up Spam, stir fry it in teriyaki sauce (or marinate it,) stick it on a block of squished rice and wrap a piece of nori around it, like a giant sushi. At a Spam cookoff, people made Spampenadas, pretty much regular old meat empanadas, with Spam, of course. One woman made Spampi and cut the Spam slices into little shrimp shapes before making her standard recipe. There were a lot of interesting things like Spam chip cookies and Tequila Spamrises (served by the Spamdinistas, of course.) One fellow fed Spam to his Venus fly trap and it died  :-[


Title: Re: The end of EiR?
Post by: CommieKillerz on October 16, 2009, 05:32:37 pm


There were a lot of interesting things like Spam chip cookies and Tequila Spamrises

That sounds disgusting


Title: Re: The end of EiR?
Post by: StonewaII on October 16, 2009, 05:43:45 pm
I agree with a lot of players here. Starting a new pe account, i had to go through a lot of pain, fighting stacked teams and spam. Especially the brit blob tactics of either brens/piats/recon and officers, spam of the new tov abilities are the worst for me. I have the most fun fighting americans, and those that havent maxed on their doctrine abilities.
It seems to me as the gameplay is all about who can spam and overwhelm the other one faster and better. I blame relic for it though.

You say this like this wasn't how it was for EiR... The spam that we have now is not comparable to how it used to be.
Pretty much all of this are the symptoms of a war gone on too long.

I didnt mention anything about how it was, i only commented on now tbh.


Title: Re: The end of EiR?
Post by: Lt_Apollo on October 16, 2009, 11:33:54 pm
man i just started playing again, it seems to me EiR just rewards grinding and time played and not actual tatical inovation. the more experance your company has and the more docs you have currently make a game unfeasible against higherplayers mid or late war, i am making these impresions as a person just starting back after a 2 month leave, and i can clearly see how EiR has come to nuture only the hardline players and will turn away most casual newcomers. my first experance included the use of many of the new abilitys and i can see how this would definatly confuse a newer player and that player would stand no chance as he has nothing to actualy compete with.

in my opinion i beleave rank should ONLY unlock more tatical options, but not give a huge advatage over any newer company. doctrines should be there to custimize your army, but currently they are the main fqactor in how a battle will playout.


Title: Re: The end of EiR?
Post by: Mysthalin on October 17, 2009, 12:00:18 am
I love it when people complain about "spam that didn't use to be in EIRR" completely forgetting things like 30 greyhound and 50+ airborne companies... Good times :P.

It was not like that in the last version of EIR.

I specifically remember taking on mountainman's 30 greyhounds with my 29 upgun pumas June 2009.
Also, when I came to EiR, the first updates I saw was the ones done by salan, which were later reverted to "vEiR". After that, we went on to EiRR. So yes, 50+ airborne companies were droning overhead the poor axis even in the last stage of vEiR. I even wrote an official manifest to everyone to stop using them.


Title: Re: The end of EiR?
Post by: CrazyWR on October 17, 2009, 03:09:41 am
i specifically remember building a company which was only used against DuckofDoom's Raidborne spam with 35+ AB squads...so yes, it was there.


Title: Re: The end of EiR?
Post by: Akranadas on October 17, 2009, 03:13:04 am
I remember when eveytime you won a battle, you got resources instead of PPs; so if you constantly won and didn't lose any troops; you'd end up with an army that could be infinite in size.


Title: Re: The end of EiR?
Post by: Malevolence on October 17, 2009, 04:04:05 am
I'm a pak man for the unthinkable action of building a company with 4 paks as its anti-tank. Who possibly would've thought paks beat light vehicle spam >>


Title: Re: The end of EiR?
Post by: NightRain on October 17, 2009, 04:35:08 am
I'm a pak man for the unthinkable action of building a company with 4 paks as its anti-tank. Who possibly would've thought paks beat light vehicle spam >>

I did...oh boy how wrong I were...


Title: Re: The end of EiR?
Post by: Mysthalin on October 17, 2009, 05:23:01 am
I think EiR will never be fun again until RCA gets more offmaps, tbh.

Also, fix earthshaker to be like the T2 for scorched earth(just deal damage to everything) and mortar saturation to 2x more rockets firestorm.


Title: Re: The end of EiR?
Post by: Akranadas on October 17, 2009, 06:06:54 am
They'll be fixed


Title: Re: The end of EiR?
Post by: sgMisten on October 17, 2009, 06:54:39 am
I think EiR will never be fun again until RCA gets more offmaps, tbh.

Also, fix earthshaker to be like the T2 for scorched earth(just deal damage to everything) and mortar saturation to 2x more rockets firestorm.

Don't many players think otherwise; the less off-maps there are, the more fun the game is. Of course, for RCA which currently has a sucky mortar saturation T3, this is not fun.

What's wrong with Earthshaker? It doesn't deal full damage?


Title: Re: The end of EiR?
Post by: BradAnderson on October 17, 2009, 08:32:41 am
I remember when eveytime you won a battle, you got resources instead of PPs; so if you constantly won and didn't lose any troops; you'd end up with an army that could be infinite in size.
And you dont think people should be rewarded for losing NO units? oh please.


Title: Re: The end of EiR?
Post by: anthony210 on October 17, 2009, 09:17:48 am
I remember when eveytime you won a battle, you got resources instead of PPs; so if you constantly won and didn't lose any troops; you'd end up with an army that could be infinite in size.
And you dont think people should be rewarded for losing NO units? oh please.

To a point brad,  not rewarded so much that it becomes impossible to defeat them because they have so many extra resources.


Title: Re: The end of EiR?
Post by: Mysthalin on October 17, 2009, 09:45:30 am

What's wrong with Earthshaker? It doesn't deal full damage?

The problem with earthshaker is that it's way too random to be useful. Most of the time it scatters so bad, it hits your own units, making the shells have not only no tactical, but also no strategic value. What's the point of forcing the enemy out of a sector, if you'll just nuke your own frontline like that, and the enemy will come back to what you just barraged, taking no losses?

The damage per shot is also kind of pathetic - 105 shells do more damage to armored targets than the earthshakers.


Title: Re: The end of EiR?
Post by: Derrican on October 17, 2009, 09:49:41 am
I like earthshaker I buy 3 if I'm in a tough match. I usually kill a pak38, a sniper or a bunch of HTs with it.

And the biggest value for me is that it forces the enemy back or forward into my team. Great to dislodge axis troops from a fortified position and force them to a less defendable position.


Title: Re: The end of EiR?
Post by: Armormaven on October 17, 2009, 03:17:11 pm
Other than the personal attacks in game which led me to stop playing (haven't played a game since August) I really would like to see some kind of automatch system.  Starting a new company and having to play Rank 8 players over and over again just to get PP is too frustrating.  I also feel the allies have been nerfed way too much in the last updates.  I was just learning to play Infantry at one time (aka Buffalosoldier) and then airborne (Numenorion) when the constant patches nerfing stuff down just pushed me right out of the mod.  I remember when Airborne rifles came out and I finally had a way to use my airborne behind lines to take out high priority targets but be able to stand up to the MP43 and LMG rushes and then the moderators decided to take away suppression from the airborne rifles BAR! 

As for Infantry i got all the way to tier 3 or 4 once when I was going to buy bazookas and then they moved them up to like tier 2 or 3 where all my slots were full so I had a whole company built around using infantry with buffs and bazookas only to be handicapped because i couldn't get the bazookas because they got moved to a tier where I had already maxed out.

Right now I am keeping my eye on the mod for the next wipe where I hope to try it again and see what changes may have been addressed.


Title: Re: The end of EiR?
Post by: Tymathee on October 17, 2009, 05:16:45 pm
I personally would rather not have any off-maps. My RCA company is built around on map artillery and foo and i have no off maps whatsoever and I do quite fine. Like I said before, i took them mainly for the infantry buffs and Bat HQ which is just <3


Title: Re: The end of EiR?
Post by: Mukip on October 18, 2009, 01:42:58 pm
Premature thread title.

(http://img5.imageshack.us/img5/9899/67756289.jpg) (http://img5.imageshack.us/i/67756289.jpg/)

 Almost all of these games are 3v3's too.


Title: Re: The end of EiR?
Post by: Killer344 on October 18, 2009, 01:51:43 pm
Lol, the playerbase just owned this thread.